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Need modellers & texturers

Hi to all and sundry on the Polycount forums (love the banner, by the way),
Honestly, I've never gone looking online for talent before so you'll have to excuse the roughness of this post. Although I'll try to answer questions as well as I can.

I'm with an open-source project called TremZ, to develop a game of the same name. An RTS/FPS aliens vs humans team game with strategy. It's a similar concept to that of Natural Selection and Tremulous. We're using the OpenWolf engine. It's very advanced now, impressively so. The effects are gorgeous. The project was started in July last year, but development of the OpenWolf was started in January. Both have gone much further than you might expect for such a short period. However, we have a problem. We don't believe the assets we have created are quite what we want. To finish the models would only need a bit of help with the skins, and that would be nice - but we'd like to replace almost ALL of the assets in the game to better use the features of the engine. To that end, I sent out into the world of chaotic forums and to into places unknown to search for assistance. The other team members (there are 16 in total at present) gave me a wish-list which I'm now trying to fulfil.

For models, we need talented imaginative people skilled with md5 meshes, animation, and skinning these models. As well as other models in the Wavefront .obj format. We'd like to achieve a sort of Asian-International "look" that fits the game theme and is just wonderfully "cool". To that end, we're also looking for 2d artists, especially for the wiki and forums. Tomorrow and a couple of times this week, I'll be visiting Kyoto Seika Daigaku (the famous university that has courses on creating manga) as well.

What we have now is "good", but not quite good enough.

I'm known as SamOz on the forums and development team, although I also go by the name SamuraiTaiga in game. It's my writing you would find on our blog. My responsibilities cover moderation of the forums (I'm the most active of our moderators), PR, hardware testing and Linux operating systems, author (with responsibility for game story-line), Japanese translation, consultant/advisor, general problem solver and recruiter.


We've been able to achieve a great deal. Far more than our many detractors in the past could have expected. There are negotiations already for later public release of the game through Desura. This is a game that can truly hit it big, despite being open-source. The graphics capabilities are very modern in appearance including the use of Newton Physics. We're introducing multi-lingual user-interface support for English, French, Spanish, Italian, German, and Japanese. It already has VOIP. Though being an open-source project, there are likely to be side benefits in the long run for anyone who gets on for the ride; just the name exposure for being part of the project will surely help in other career moves in the future.

CODE SECTION

~Volt - UI/HUD design, AI bot coding, also "Project Head"

HermXIV - Game Logic, website, server, achievement system, ranking, also "Assistant Head/Acting Head"

TheDushan - Engine Developer and Maintainer, UI design

Daniel B - Linux specialist, coder, expert in cmake, professional game software
developer

MODEL SECTION

F1rst19 - Male model creation, animation, video

jm82792 - Model animation

Retro - Female model creation, also professional software developer IRL

3DFix - General model creation, alien buildables, human buildables, video

kungfoolai - General model creation, human weaponry

Vinc92 - Assistant model maker, illustration, animation, video

slocik - Alien model maker


LEVEL (MAPS) SECTION

UNGDI-SEA - Mapper/Level creation, illustrator


2D ILLUSTRATORS

chvacher - Concept art, illustrator, also "Artistic Director"

dejano - Alien Concept Artist, also model-maker, animator, texturer

Cruxis1990 - Alien Concept Artist, also model-maker


PUBLIC RELATIONS

SamOz - TremZ blog, recruitment, advisor, "Community Advocate", "Head of Story Development" and hardware testing

This is an example of the Newton Physics in the game;
[ame="http://www.youtube.com/watch?v=d7y4VpPUucU"]OpenWolf Newton Physics Much Better - YouTube[/ame]

That was in January, it works perfectly now.

These are tests of the dynamic shadows
[ame="http://www.youtube.com/watch?v=kNwlCRndCxI"]OpenWolf with Tremulous map loaded (nexus6) - Dynamic shadows - YouTube[/ame]

[ame="http://www.youtube.com/watch?v=NN-wF3S4-JQ"]OpenWofl dynamics shadows - YouTube[/ame]

This is an example of the water effects;
[ame="http://www.youtube.com/watch?v=bsbfX4AgMBg"]Water Effect - YouTube[/ame]

We're still creating an overall background storyline and setting. The story development (I'm the head of that) will have the background setting finalised by the end of March.

Modelling requirements
md5 mesh and animation, Wavefront .obj format. Being able to animate your own work would be useful as well. We need modellers for Aliens soon, poly count around 7K to 9k.

Level design
Encompasses both 2D and 3D artwork. Need familiarity with Blender or a Quake 3 mapping program, such as a variant of Radiant. All the levels should make use of features of the engine, such as Newton Game Physics, Dynamic Shadow Mapping, Displacement Mapping, etc...

2d Artwork
For forums, the Wiki, and for promotional material to support the storyline and the game's setting/background our story development team are creating. We also need concept artwork for the Aliens and the levels.

Sound FX
We'd like to replace ALL of the sounds in the game, music, weapons fire, map related sounds. Two people who have worked together before would be ideal so you can bounce ideas off each other. If the sounds are totally replaced, it'll be far easier with licensing to have the game as a free download on Desura.

Game & Engine programming
We need those skilled at C/C++, for engine development to coding new features for the game. Highly useful at the present time would be someone who know assembler and OpenSSL really well. Please indicate what you're specialised in.

The TremZ blog

TremZ community

You can contact by private message for further contact details, but I'll be happy to answer questions here on this thread.

Thank you for taking the time to read this, and I apologise if any of you feel that this is a waste of your time.
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